Difference between revisions of "Functional Roles"
From gdp3
(→Relations) |
(→Relations) |
||
Line 47: | Line 47: | ||
== Relations == | == Relations == | ||
[[Teams]] | [[Teams]] | ||
− | |||
− | |||
[[Smooth Learning Curves]] | [[Smooth Learning Curves]] | ||
− | |||
− | |||
− | |||
− | |||
Line 77: | Line 71: | ||
[[Equipment Slots]], | [[Equipment Slots]], | ||
[[Parties]], | [[Parties]], | ||
− | [[Role Selection]] | + | [[Role Selection]], |
+ | [[Sidegrades]], | ||
+ | [[Skills]], | ||
+ | [[Tools]], | ||
+ | [[Weapons]] | ||
[[New Abilities]] with [[Competence Areas]] and [[Teams]] | [[New Abilities]] with [[Competence Areas]] and [[Teams]] |
Revision as of 09:10, 10 August 2011
Gameplay where responsibility for different types of game actions can be divided between participants.
This pattern is a still a stub.
Contents
Examples
Class-based Tabletop Roleplaying Games such as Dungeons & Dragons
weapons
Using the pattern
Functional Roles
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
-
with Cosmetic Game Items
with Internal Rivalry
Can Modulate
Internal Rivalry, Multiplayer Games
Can Be Instantiated By
Companions, Equipment Slots, Parties, Role Selection, Sidegrades, Skills, Tools, Weapons
New Abilities with Competence Areas and Teams
Privileged Abilities with Competence Areas and Teams
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki. However, it was first introduced as a concept to support socially adaptable games by Björk et al (2004)[1].
References
- ↑ Björk, S., Eriksson, D., Holopainen, J. & Peitz, J. (2004). Guidelines for Socially Adaptable Games, Deliverable D9.1 of the EU project "Integrated Project on Pervasive Gaming" (FP6 - 004457).